Why is that? That would probably be the most realistic part of the game. For the most part football players don't gradually decline, it happens very quick. One season they're great, the next season they're garbage and never recover.
http://insideblog.easports.com/archive/tags/Madden/default.aspx[/url]
Latest blog is all about player progression and franchise improvements.
The revamped the free agents in franchise so the right players are being resigned and can sign the Albert Haynesworth type deal.
They redid the draft also. Now there are sleepers and busts and scouting is the most important part of getting the right player now.
Player ProgressionThe big thing we’re working on as we speak is the Draft logic. I promise you…you will not see the Colts take a QB in the first round and then in the 3rd, 5th, etc. These type of logic tweaks are happening across the board and the draft is no different.
Older players will digress much faster. In fact, when a running back hits 30, he’s going downhill at warp speed.
• Younger players will progress quickly if they play well. We’re talking up 10 points in overall if he has a great year.
• Veteran players will still progress, but not substantially. They can also digress if they play poorly.
I like everything except for the RB going down hill once he hits 30. If he is still productive, his rating should stay the same, or at least make his injury proneness go up.
I love the potential thing. About time they take a page from 2k sports.
Why is that? That would probably be the most realistic part of the game. For the most part football players don't gradually decline, it happens very quick. One season they're great, the next season they're garbage and never recover.
Not all RB's. At least make it after X amount of carries, you start to digress.
http://www.pastapadre.com/7757/lates...-10-screenshot
Don't like it. Madden has always had problems with the lighting, and this one looks worse than the rest.
![]()
I think it looks great and realistic. No one is able to focus clearly on everything in their eyesight.
Madden looking better and better on the $300 consoles while the $3k PC's are still stuck with 03 Graphics.
Never again Madden, Never again![]()
I'm sure it will improve before it comes out. They've got a lot of work to do....like fix the linebackers that have 60" verticals.
Yeah, I hate throwing a pass down the middle and having Cato June bat the ball down with the hops of Randy Moss.
Agreed. Turning a certain age really means nothing, even in the NFL. Player A may turn 30 and never be productive again, while player B is productive for several more years. Shoudl be based on most current stats/projected next year stats.
Hmmmm...while I have to agree....my eyesight looks nothing like that.
If yours does, I would suggest a visit to the eye doctor
Madden Football has sucked since the first playstation game.
It's not even worth playing. I would rather not play a football game than one that's pretending to be a sim but is a horrible representation of the sport.
THE best football games are as follows:
1a. NFL 2k5
1b. Tecmo Super Bowl
That's it.
http://insideblog.easports.com/archi...en-nfl-10.aspx
The Wild Cat formation
I'm pretty happy with the direction of the upcoming game. No surprise their exclusivity agreement with the NFL is up this year.
link?
i was fairly sure EA had it for a much longer time
EA re-upped it a couple years back. Was. I think they have like 5 years left.
http://xbox.joystiq.com/2008/02/12/e...nse-into-2013/
There you go. 2k COULD have a chance to get back into it in 2012.
the only people that say this are people that suck at madden, upset that they cant "Bo Jackson" over everyone like in Tecmo Bowl.
But Tecmo Super Bowl did kick ass.
lol
The new trailer debut was last night. Considerably smoother animations. I was particularly impressed with the collision detection and tighter animations between the DL and OL....quite frankly I think it looked amazing. The gang tackling look a thousand times better too.
Looks to be a lot more polished overall.
Fitzgerald and Polamalu on the cover.
well now Stealer definitely ain't repeating.
09 froze half the time online. 08 gave up all kinds of bull ints. 2k was so much better EA gave up improving and just decided to monopolize. Compe on breads innovation and 2k was always the better product
As much as I agree with what you're saying there is going to be a difference this year. I've never bought the EA hype but the changes are evident. The producers and developers are communicating for the first time ever. They've posted some impressive changes. The new faces are making a difference. Its been a steady move up since Ortiz left and I think this year is going to be a big leap.
Damn, already beat me to it
MADDEN NFL 10 TRAILER
Breaking Down the First Madden NFL 10 Screenshot
:arrow: Procedural Awareness
http://insideblog.easports.com/archi...irst-look.aspx
Procedural Awareness VideoIt is my pleasure to introduce Madden’s newest piece of technology, one that is also shared within many of the EA SPORTS games, called Procedural Awareness. What is it? We’ll you’ve likely heard of “head tracking” with IK. If you haven’t, it’s a way to turn the players head around to face a target dynamically, without the need for canned animations. Well, think of Procedural Awareness (PA for short) as the “next-gen” version of head tracking. Since it is so early in the year, unfortunately I can’t show you any videos of it running in the game, but I can show some “tech demos” of sorts:
WR/DB Improvements (Route Running. Man Coverage. Jostling)
http://www.pastapadre.com/6762/madde...b-improvements
Keeping with the weekly trend of Madden 2010 info being posted on the Inside EA Blog, today lead designer Ian mings has detailed some of the improvements made to the Wide Receiver and Defensive Backs positions. This includes the return of the much needed defensive assignments, route running and man coverage, and various WR/DB interactions. You can check out the full blog posting which includes some demonstration videos here.
Second, we took a page from the FIFA team and added in the concept of ‘jostling’. Personally I am extremely stoked to have this in the game because I’ve written a design for it for 5+ years in a row…unfortunately we just never had the technology to accomplish it. The ‘jostling’ concept is a set of looping 2-man animations that can play for the WR and DB as they run downfield. The main reason that I am so big on these animations is that it really helps alleviate a balance problem that has existed in Madden for years. I’m talking about the fact that traditionally you can send a player with a 99 speed rating (regardless of his other ratings like route running, catching, etc) on a streak and easily get behind a defender in man coverage. In real life, regardless of the difference in speed, a good defensive back can use his body to keep the receiver in check… a fly route is rarely an untouched foot-race sprint to the endzone.
Route Running Improvement Video
Man Coverage Improvement Video
WR/DB Jostling Video
Player Momentum
http://www.virtualsportsnetwork.com/...madden-nfl-10/
Previous examples of turn rates in Madden games videoSimply put, you can consider the "turn rate" of a player the amount of width it takes him to run in a complete circle (at varying speeds). By a 'circle', I don't mean a spin move, I mean running in a full circle. Obviously a player running at top speed will 'carve' a very wide circle, while a player walking or jogging can complete that circle in a very tiny radius. Inevitably, if you try to run at top speed but still make the circle tighter, you will have to slow down (think about the speed a baseball player loses as he has to come around 3rd base). This turn rate also varies quite a bit on the athletic ability of the player. A player like Darren Sproles can maintain a much higher top speed while turning than say Brandon Jacobs.
With that description out of the way, how does that apply to Madden NFL 10? Well, as most should know by now we are really pushing for an authentic and realistic experience, so we have obviously been pushing to create more realistic turn rates for all of our players. Before we even started changing things for this year though, we did a bit of a case study on some of our previous games. We tested how many yards it took an agile player (Tomlinson for example) running at full speed to curve / turn and face 90 degrees towards the sideline. Check out the result video below:
Prototype on ballcarrier turn rates video
Comparison of defensive turn rates video
Creating "Sim-Style" Gameplay
http://insideblog.easports.com/archi...en-nfl-10.aspx
FB Dive changes videoOver the course of the years, Madden has increased the speed of specific animations (and sets of animations) here and there across many areas. Typically, these are put in place to fix small bugs like times where maybe a handoff won't match up, or a situation where maybe the user doesn't have enough control. However, these small little changes can actually manifest upon themselves and end up causing pretty big issues in the game. VERY early in the cycle (like August) we committed to remove all these arbitrary speed alterations for Madden NFL 10, and truly fix the root issues that they were put in place to handle. As an example of a speed alteration gone wrong, below is a video showcasing exactly WHY the fullback dive is so effective.
QB Drop animation changes video
:arrow: Sideline Catches
http://insideblog.easports.com/archi...n/default.aspx
Sideline Catch VideoYou throw a nice pass to your receiver as he breaks open on an out route towards the sidelines, but your WR plays a catch animation that gets his foot just out of bounds, nullifying your perfect vision as a QB (sorry, bad pun). This is one of the more frustrating occurrences across all skill levels for every Madden player. We knew we had to fix this.
There are three main things that we will do for Madden NFL 10 to improve this area:
1. Added AI to make players dynamically slow down as they approach the sideline (instead of running full speed)
2. Allow early animation branching at the end of certain animations so they learn to better drag their feet
3. Dynamically "steer" the catch animation as he approaches the sideline. This emulates what a real NFL player does as he tries to keep his feet in bounds...he will try to 'curve' upfield to maximize his shot at getting his feet down where possible.
Check out the video below - an example from Madden NFL 09 is on the left while the new technology you'll see in Madden NFL 10 is at work on the right. You can pretend that the out of bounds line is the edge of the grid. In the example, you can see how just a slight bit of "steering" on a catch animation can mean the difference between a pass being incomplete and complete. You'll also notice how the same animation can branch into a more realistic "toe drag" ending and make the player look much more aware of his surroundings. We can also make players with higher awareness and agility ratings actually "steer" even more upfield, which could hypothetically even keep guys in bounds and able to keep running up field (probably wouldn't apply in this example though).
:arrow: Franchise Mode Improvements
http://insideblog.easports.com/archi...n/default.aspx
The big thing we’re working on as we speak is the Draft logic. I promise you…you will not see the Colts take a QB in the first round and then in the 3rd, 5th, etc. These type of logic tweaks are happening across the board and the draft is no different.Older players will digress much faster. In fact, when a running back hits 30, he’s going downhill at warp speed.
• Younger players will progress quickly if they play well. We’re talking up 10 points in overall if he has a great year.
• Veteran players will still progress, but not substantially. They can also digress if they play poorly.:arrow: Adaptive A.IThe “potential” rating is another sort of ‘hidden’ addition that we are changing up this year to impact progression (and Franchise mode overall). Every player in the game has a potential rating that he cannot exceed (a la NFL Head Coach 09). This year, we’re actually exposing that rating so you’ll have an idea why your player is not progressing - typically a situation where his potential is maxed out. Exposing this rating also help quite a bit in making personnel decisions when contracts are up. One key detail here is that you’ll only see potential for players on your own team. CPU player potentials will be hidden.
http://insideblog.easports.com/archi...n/default.aspx
:arrow: The Wildcat! RAWR! (more info to come)Another really cool part of this system is actually the ability to directly modify attributes under the hood, simulating true on the fly “learning” of a defender. For example, if an offense is running the exact same play over and over again for big gains, we would boost the defense’s play recognition ratings to emulate them learning for their mistakes to have a better chance to react when they see the same look again. Same goes for something like continuous out routes…a defender will get better and better at man coverage if you keep running the same route over and over again, but would drop back down to his original rating if you keep mixing it up. It should also be said that were keeping some integrity by not modifying physical attributes like speed, jumping, or acceleration.
http://insideblog.easports.com/archi...en-nfl-10.aspx
Since we don't actually have a ton of time to spend on the blog, and the marketing / PR folks will be releasing a ton of news about the game anyway, we thought the least we could do was just drop a few quick screenshots to showcase some new stuff we've added.![]()
the more realistic it got, the less i liked it. 96 on the genesis was my favorite, beating out 1994 on the super nintendo where you could sweep right and left alternately with emmit smith and hurdle kick anyone behind you in the face. I rushed for 1000 yards in one game once.
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